π€Player Interactions
The keys to speeding change
Last updated
The keys to speeding change
Last updated
If a player owns a City, they can charge for access to their City by other players. They are given the option to set a price per hour, per NPC allowed in the City. As a player without a City or with a young City, you might be willing to pay to use Farms or Craft Centers in a City with more Temples to increase productivity. You might also want to have your NPCs develop their skills in a City with more Schools. This is one of the ways that players can earn by developing their City.
Waging war might be one of the most exciting activities in the WORLD. A player with a City can attack any other player who owns a City - Nomadic factions cannot partake in war. Outcomes from wars are not binary; all the parties at war will suffer casualties. Attackers will mostly suffer NPC casualties, while Defenders will suffer both NPC and Building casualties. Attackers can decide how many troops they attack with, and filter which NPCs get deployed to war based on their skills. For every NPC that an attacker or a defender wants to involve in a military conflict, one armor set and one spear are needed. Not all wars last the same duration. At the end of a war, parties at war receive a portion of the commodities, consumables, crafted items, and NPCs stored in the other partyβs chest. The length of the war and the portion of resources parties get is based on:
Level Gap
If the attackerβs City has a higher level than the defenderβs, the attacker will loot fewer resources than if the attacker has a lower level than the defenderβs. However, the defender will collect more resources from a higher level attacker than from a lower level one
Outcome
The level, skills, and crafted technology available to each side
Defenders have an advantage over attackers
The number of NPCs sent (the size of each army)
A luck factor that tilts the scale one way or another, regardless of the level of the Cities at war and without making any distinction between attackers and defenders.
At the end of the war, both parties go back to their cities where they can wait for their NPCs to naturally heal, or use consumables to make the process faster. Defenders will have to repair some of the buildings damaged during the war. Here again, defenders will need fewer resources to rebuild if the attackers were of a higher level. This distinction is made for experienced, higher-level players not to spoil the gaming experience for newer, lower-level ones. It is important to note that wars neither directly affect land and mount ownership nor the amount of MENA tokens owned by a player. A playerβs NFTs or MENA tokens cannot change due to war.
Any City can create an Alliance, and be the leader of the Alliance. That City can add other Cities to the Alliance if they accept, and can give rights to specific Cities to invite or expel Cities to or from the Alliance. There are two types of Alliances: Commercial and Military. A Commercial Alliance between two Cities does not imply a Military Alliance, and the reciprocal is also true. Also, a Commercial Alliance does not exclude a Military Alliance either, and the reciprocal is also true.
Commercial Alliances allow players to have their NPCs stay in each otherβs cities (and use buildings) at a discount to the tax generally paid to the hosting City. Cities that engage in Commercial Alliances can also exchange goods, services, and NPCs at different rates than with Cities outside the Alliance. More on this in NPCs and their Specialization Intra-Alliance exchanges happen instantly, while exchanges between Cities not in the same Alliance take time between delivery and receipt.
Cities in the same Military Alliance cannot wage war on each other. When a City in the Alliance attacks a City outside the Alliance, Cities in the Alliance of the attacking City can offer their help, and the same is true for the Cities in the Alliance of the defending City. The City that initiated the attack can accept or deny the support of the Cities in its Alliance, and the same is true for the defending City.
The main reasons for accepting support are generally to improve the odds of being on the winning side and to make the war shorter.
The main reason for refusing support is to increase the number of resources received at the end of the war. The levels on each side of the conflict are added up to calculate the total level difference between attackers and defenders, which is the relevant metric for resource distribution.
Players can exchange their NFTs (Certificates of Land Ownership and Certificates of Camel Ownership) on the MENA NFT Exchange by connecting their wallet to our dApp linked on our website. In-game, players can also trade goods they obtain in the WORLD for MENA tokens on the Bazaar. These goods can be commodities, consumables, or crafted items. This can be more attractive in the context of a Commercial Alliance.
Players can list any of their NPCs on the Bazaar and sell them for MENA tokens. This is a way of making specialization more effective. It allows players to focus on their strengths by giving them the possibility to permanently purchase the skills they lack or that they want to improve within their City The NPCs acquired will keep all the skills they have developed in their past allegiance to another faction, but the NPC level, the metric influencing the health of the NPC (which is only relevant in wars or plagues) will change to become the level of the City that is acquiring the NPC.
Players can also list services on the Bazaar and get paid in MENA tokens. Any player can offer the labor of any of their NPCs to another player. Our smart contract ensures that when a player purchases a service and completes payment, the service will be performed and the NPC returned to the original City afterward. This can be any of the six services Exchanging services between the different Cities also allows for specialization to be more effective as a City. Cities lacking one or more skills have the flexibility to hire NPCs with strengths in those skills for specific durations, without having to invest in training their own NPCs.